ITEM.Name = "hands";
ITEM.Model = ""

ITEM.ShortInfo = "Pew pew!";

ITEM.Wearable = false;--Keep false if Weapon is true.
ITEM.WearBone = GAME.BoneToFull("upper back");
ITEM.WearType = 1;

ITEM.Weapon = true;
ITEM.WeaponObject = "envi_hands"; --Used for player:Give(WeaponObject);
ITEM.WeaponType = "Misc"; -- 1 = Miscellaneous, 2 = Secondary, 3 = Primary (Respectful num select slots)

ITEM.Ammo = false;
ITEM.Amount = nil; --Amount equals the default amount of 'rounds' declared in the items var. 

ITEM.Useable = true;

ITEM.FunctionList = {

	["Wear"] = function(ply, slot)
	
	end,
	
	["Disassemble"] = function(ply, slot)--working out idea in my head
	
	end,
	
	["Use"] = function(ply, slot)
		
	end,
	
	["Drop"] = function(ply, slot)
		
		return "Default"; --If returned this then just do a regular remove from inventory and spawn entity.
		
	end,
	
	["Initialize"] = function(ply, slot)
	
		
	end
	
};
